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IMPLEMENTASI ALGORITMA BRUTE FORCE DALAM APLIKASI KAMUS ISTILAH KESEHATAN Heny Pratiwi; Ita Arfyanti; Dendy Kurniawan
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 2 No. 2 (2016)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (611.739 KB) | DOI: 10.33197/jitter.vol2.iss2.2016.99

Abstract

[Id] Kamus merupakan alat bantu yang digunakan untuk menterjemahakan suatu bahasa, adapun terdapat berbagai jenis kamus seperti kamus istilah kesehatan. Kesehatan pada dasarnya penting dimiliki oleh setiap orang, namun masih banyak orang yang kurang memahami arti sebuah kesehatan, terutama istilah kesehatan yang memilik banyak kosa kata. Penelitian dilakukan untuk dapat merancang suatu aplikasi kamus istilah kesehatan dengan menggunakan algoritma brute force dalam proses pencariannya. Algoritma brute force merupakan algoritma yang digunakan untuk mencocokan pattern dengan semua teks yang ada pada database aplikasi kamus istilah kesehatan. Dalam penelitian ini metode pengembangan sistem yang digunakan yaitu model prototype dan perangkat lunak pendukung yang digunakan adalah Microsoft Visual Studio 2012, dan Microsoft SQL Server. Adapun hasil akhir dari penelitian ini yakni berupa aplikasi kamus istilah kesehatan dengan menggunakan algoritma brute force dalam proses pencariannya dan dapat membantu pengguna untuk mencari istilah kata menjadi lebih efisen dibandingkan kamus berbentuk buku pada umumnya. Kata kunci : Kamus, Algoritma, Brute Force, Kesehatan [En] Dictionary is a tool that used for translate a language. There are many types of dictionary such as dictionary of health terms. Healthy basically is important for everyone, but there are still many people do not understand the meaning of a health. Especially the health terms that has many unfamiliar vocabularies. The research is conducted to design an application of health terms dictionary which use brute force algorithm for it searching process. Brute force algorithm is an algorithm that used to match pattern with all the text in application of health terms database. The research was conducted at Kebaktian medical store Samarinda. Data collection method used was like the interview that asked some questions relating to the design application process. In this research for system development methods used prototype mode. And than for software used Microsoft Visual Studio 2012, and Microsoft SQL Server. The result of this research is an application of health term dictionary with brute force algorithm for searching system process and can help users to searching the terms with more efficient than the common dictionary. Keywords: Dictionary, Brute Force Algorithm, Health.
Decision Support System for Teacher Decision Following Teacher Professional Education (PPG) SMA / SMK East Kalimantan Province with Web-Based Smart Method Dana Aulia Rahman; Heny Pratiwi; Hanifah Ekawati
TEPIAN Vol 2 No 2 (2021): June 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.715 KB) | DOI: 10.51967/tepian.v2i2.339

Abstract

Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province is higher education after an undergraduate education program that prepares students to have jobs with special skills requirements to become teachers. The problems in registration that occur at the East Kalimantan Provincial Education and Culture Office are: The calculation of the test data is still calculated manually, so it is necessary to build a Decision Support System for Determination of Participants in the Professional Teacher Education (PPG) for SMA / SMK in East Kalimantan Province using the Web-based SMART Method. The data collection method uses the observation method and the system development method uses the method of the decision support system, namely the intelligence, design, choice, and implementation stages. Because this method has clear, practical stages. Then the system testing is White Box and Beta Testing. With the existence of a Decision Support System for Determining Who Participates in Professional Education for Teachers (PPG) for SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the test results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) at the High School / Vocational School Level of East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. With the existence of a Decision Support System for Determining Who Participates in Professional Education for Teachers (PPG) for SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. With the existence of a Decision Support System for Determining Who Participates in Professional Teacher Education (PPG) at the SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. can handle the calculation process once the test has been executed. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. can handle the calculation process once the test has been executed. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application.
Application of the Finite State Machine Method in the Desktop-Based “Heroes Of Dawn” RPG Turn-Based Game Muhammad Fachri Sanjaya; Heny Pratiwi; Pitrasacha Adytia
TEPIAN Vol 2 No 2 (2021): June 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v2i2.348

Abstract

FSM (Finite State Machine) is a method of implementing artificial intelligence that is applied to make a decision on NPC (Non Player Character). The application of FSM that is often encountered is to form an NPC with intelligence, so that the NPC can respond to the player's character so that the NPC seems to be able to think. Games have various types (genres) and are increasingly varied in line with the development of hardware and software technology. Writing will focus on games with the Role Playing Game genre or often called RPG. Games in general use Artifical Intelligence in their systems to make the game more interesting to play. Artifical Intelligence is usually applied to NPC (Non Player Character) / Enemy in the game or opponents who must be defeated, one of the applications of Artifical Intelligence in the game to be used in this research is the Finite State Machine (FSM) method.
Implementation of Multi Objective Optimization on the Basic of Ratio Analysis Method in Decision Support System for Hope Family Program Assistance Recipients in Kelinjau Ulu Village Arsita; Salmon; Heny Pratiwi
TEPIAN Vol 2 No 4 (2021): December 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (559.92 KB) | DOI: 10.51967/tepian.v2i4.351

Abstract

The research was conducted to be able to create a decision support system for beneficiaries of the Family Hope Program or “Program Keluarga Harapan (PKH)” with the Multi Objective Optimization Method On The Basic Of Ratio Analysis (Moora), which later if this research is successful it can assist aid managers in making decision making for program aid recipients Family Hope “PKH”. This research was conducted at the office of the Family Hope Program “PKH” assistance manager in Kelinjau Ulu Village, Muara Analog District, the data collection method used was interviews which asked questions related to “PKH” beneficiaries. By means of observation, namely making direct observations at the “PKH” Assistance Manager office. In this study, the system development method used is the decision support system development method. The model with the decision support software used is the Visual Basic.NET programming language, the database used by Microsoft Access. The final result of this research is in the form of a Decision Support System for beneficiaries of the Family Hope Program “PKH” Using the Multi Objective Optimization Method on the Basic of Ratio Analysis (Moora) which can facilitate more precise selection of “PKH” aid recipients.
Perbandingan Algoritma ELM Dan Backpropagation Terhadap Prestasi Akademik Mahasiswa Heny Pratiwi; Kusno Harianto
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (551.042 KB) | DOI: 10.30645/j-sakti.v3i2.147

Abstract

Extreme Learning Machine and Backpropagation Algorithms are used in this study to find out which algorithm is most suitable for knowing student academic achievement. The data about students are explored to get a pattern so that the characteristics of new students can be known every year. The evaluation process of this study uses confusion matrix for the introduction of correctly recognized data and unknown data. Comparison of this algorithm uses student data at the beginning of the lecture as early detection of students who have problems with academics to be anticipated. The variables used are the value of the entrance examination for new students, the first grade IP value, Gender, and Working Status, while the output variable is the quality value as a classification of academic performance. The results of this study state that the Extreme Learning Machine algorithm has a 14.84% error rate lower than Backpropagation 28.20%. From the model testing stage, the most accurate result is the Extreme Learning Machine algorithm because it has the highest accuracy and the lowest error rate.
Sistem Monitoring Lulusan Perguruan Tinggi Dalam Memasuki Dunia Kerja Menggunakan Tracer Study Kusno Harianto; Heny Pratiwi; Yonatan Suhariyadi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (834.855 KB) | DOI: 10.30645/j-sakti.v3i2.148

Abstract

This research is titled Monitoring System of Higher Education Graduates in Entering the World of Work Using Tracer Study. The problem raised in this study is that the BKK (Bursa Kerja Khusus) STMIK Widya Cipta Dharma Samarinda get information about the performance of STMIK graduate students Widya Cipta Dharma, analyze graduate data to obtain the relevance of the competency of STMIK graduates Widya Cipta Dharma Samarinda, change the old system into a system that new. The purpose of this research is to provide information and reports on the results of tracer study data collection from alumni of STMIK Widya Cipta Dharma Samarinda. Data collection methods used are literature study, field studies. The system development method used is the waterfall method. Informatic System of Alumnus Record Tracer Study Based Website of STMIK Widya Cipta Dharma Samarinda is a computer-based system that was built with the aim of processing the alumnus search to find out the description of the profile, performance, and distribution of work location of the alumnus. Informatic System of Alumnus Record Tracer Study Based Website of STMIK Widya Cipta Dharma Samarinda is expected to help assist the BKK (Bursa Kerja Khusus) in recording alumnus and record the track record of alumnus scattered in serveral areas.
Membangun Game Edutainment “Pengenalan Komputer” Menggunakan Shuffle Random (SR) Dan Finite State Machine (FSM) Untuk Anak Tunagrahita Ringan Heny Pratiwi; Ita Arfyanti; M Za’iem Sururi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (762.893 KB) | DOI: 10.30645/j-sakti.v3i2.149

Abstract

Research to build an Edutainment Game "Introduction to Computers" for mild retarded children is a study designed for teachers to deliver material to special school students (SLB) with special needs such as children with visual impairment, hearing impairment, mental retardation, intellectual disability, autism and blindness. . In this game the player will be presented with a variety of learning menus about "Computer Devices" and a game menu consisting of a guessing picture quiz to train memory, then there are typing games and labyrinth games to develop motor movements and increase students' responses and interests. Shuffle and Finite State Machine randomization algorithms will be applied in this study, with the aim of arranging the image position to be randomized in the learning menu and typing games as well as randomizing the position of the main characters and enemies in the labyrinth game made in three levels. This is done to improve students' learning and curiosity. The technology applied in this research is intelligent agent (intelligent system) which has a game agent character that will accompany children to learn and play.
Application of the SMARTER Method in Determining the Whitening of Study Permits and Teacher Study Tasks Rahmat Daffa Affandi; Heny Pratiwi; Azahari; Muhammad Ibnu Sa'ad
Aptisi Transactions On Technopreneurship (ATT) Vol 5 No 2 (2023): July
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/att.v5i2.311

Abstract

 Study assignment programs and study permits aim to meet the need for staff with certain skills or competencies. in the context of carrying out tasks and functions as well as organizational development, reducing the gap between competency standards and or position requirements with the competencies of Teachers who will fill positions, as well as increasing the knowledge, abilities, skills, attitudes, and professional personality of Teachers, as an integral part of the development plan teacher career. This of course requires a decision support system to be able to assist the Education Office in selecting teachers to provide teacher study permits and study assignments. Decision Support Systems (DSS) or Decision Support Systems (DSS) are computer-based systems that are interactive in assisting decision-makers by utilizing data and models to solve unstructured problems. In this study, the SMARTER method was used as a multi-criteria decision making. The purpose of this research is to assist the Education Office in making decisions when providing a determination of the redemption of study permits, and teacher study assignments as well as providing uniformity and legal certainty in the implementation of study assignments and study permits, and supporting teachers within the local government so that they can improve competence and be more professional in carrying out its duties and functions. Based on research that has been done using the SMARTER method, the sum of each criterion is 0.7840. This implementation produces information that is relatively fast, precise, and feasible to use for updating study permits and teacher learning assignments, and can be carried out without being constrained by time by implementing a web-based application.
MEDIA PEMBELAJARAN INTERAKTIF BERBASIS EDUTAINMENT Muhammad Ibnu Sa'ad; Heny Pratiwi; Ahmad Abul Khair
BEduManagers: Borneo Educational Management and Research Journal Vol 4 No 2 (2023): Bedumanagers: Borneo Educational Management and Research Journal
Publisher : Manajemen Pendidikan Program Doktor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/bedu.v4i2.3011

Abstract

This educational entertainment-based interactive learning media aims to maximize the teaching and learning process to make it easier and more enjoyable so that it can increase students' interest in learning, especially financial literacy, 3D animation material. Apart from that, teachers can also create questions for students to work on without having to correct them manually because of this system. equipped with an automatic error correction feature based on answers made by the teacher and an educational entertainment system on this website. It is also equipped with mini flash games so that the site content becomes more diverse, and the material is equipped with animation. Content updates can be done dynamically via the admin panel. This educational entertainment-based interactive learning media was developed using the Prototype system development methodology and system development tools using UML (Unifield Modeling Language). In developing this educational entertainment website, the programming languages PHP, HTML, JavaScript, JQuery MySQL Database, and Sublime Text were used as editors. text and Adobe Flash Professional CS6 as image editor. From the results of this research, an edutainment website was created which contains learning material features in the form of animated images, video tutorials about 3D animation, photos of teaching and learning activities for students majoring in multimedia engineering, educational games, discussion forums and multiple choice questions.